Gaming system

ABSTRACT

In the gaming system  100  constructed from plural slot machines  1,  the slot machine  1  is provided with the transmission device  90,  thereby the match can be conducted through mutual transmission. The winning combination lottery table used in the match game over plural slot machines  1  has the winning combination through which points corresponding to obtaining of the winning combination are given to the player&#39;s own slot machine and the winning combination through which points corresponding to obtaining of the winning combination by the player&#39;s own slot machine are given to the other slot machine of opponent. And even if the winning combination is won by the player&#39;s won slot machine, there occurs a case that points are given to the opponent, thereby variability occurs in the match result.

CROSS-REFERENCE TO THE RELATED APPLICATIONS(S)

This application is based upon and claims a priority from the priorJapanese Patent Application No. 2004-357611 filed on Dec. 10, 2004, theentire contents thereof are incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming system, and particularly to agaming system capable of providing a match over a network, and to agaming machine used in the gaming system.

2. Description of Related Art

Gaming systems that enable a match between a plurality of players arenow popular. A configuration is generally adopted in a gaming systemcapable of this type of match in which an award is provided to thewinner of the match game based on the results of the match game playedbetween a plurality of gaming machines.

For example, Japanese Unexamined Patent Publication No. 2001-104539describes a gaming machine capable of the type of match described above,and a method for displaying a gaming state in the gaming machine. Thisgaming machine is a so-called Japanese pachi-slot gaming machine inwhich a player designates another player, and both players aretransferred to a bonus game, whereby a match-style game can be executedbetween the player and the other player.

However, in the gaming machine described in Japanese Unexamined PatentPublication No. 2001-104539, a bonus game is performed as the matchgame. The winner is also determined based on the number of medalsacquired during the bonus game, the number of 15-pay symbols, and thenumber of 10-pay symbols.

Since the gaming machine described in Japanese Unexamined PatentPublication No. 2001-104539 is a Japanese pachi-slot gaming machine, thenumber of medals acquired, the number of 15-pay symbols, and the numberof 10-pay symbols increase with the skill of the player. Therefore, theplayer who is proficient at the Japanese pachi-slot machine game canenjoy the pleasure of winning along with the interest of match-styleplay.

A loser is also present, and this player who loses the game can executethe match-style game, but experiences the humiliation of defeat.

In a case that a player who is inexperienced in techniques for theJapanese pachi-slot game, matches a player who is well-experienced intechniques for the Japanese pachi-slot machine, the former experiencesthe humiliation of defeat with high possibility in the match game. As aresult, the inexperienced player concludes to avoid the match game inthe gaming machine, thus there is a problem that the match game becomesan object of interest which only a part of well-experienced players canenjoy.

Further, as mentioned in the above, if it occurs situation that thematch game is occupied by a part of well-experienced players, playershaving desire to newly participate in the match game hesitate toparticipate in the match game. Therefore, all of players cannot enjoyinterest of the match game.

SUMMARY OF THE INVENTION

In order to dissolve the above problems, the present invention has beendone and has an object to provide a gaming system in which variabilityof a match result is given to the match game, thereby all of players canenjoy interest for the match game and to provide a gaming machineutilized in the gaming system.

In order to accomplish the above object, according to one aspect of thepresent invention, it is provided a gaming system comprising a pluralityof gaming machines, each of the gaming machines comprising:

a communication device for communicating with another gaming machineconstructing the gaming system;

a lottery device for conducting a lottery of an outcome in which anaward and an object gaming machine to which the award is given arecorresponded; and

a game control device for giving the award to the object gaming machinebased on a lottery result by the lottery device

According to the gaming system, in which a plurality of gaming machinesare provided, since the lottery device conducts a lottery of an outcomein which an award and an object gaming machine to which the award isgiven are corresponded, the award is not always given to the gamingmachine when the outcome is won. Therefore, it will occur a case thatthe award is given to another gaming machine. Thus, variability canoccur in a game result, and even if a skill-less player plays the game,interest in the game can be enjoyed.

The above and further objects and novel features of the invention willmore fully appear from the following detailed description when the sameis read in connection with the accompanying drawings. It is to beexpressly understood, however, that the drawings are for purpose ofillustration only and not intended as a definition of the limits of theinvention.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings, which are incorporated in and constitute apart of this specification illustrate embodiments of the invention and,together with the description, serve to explain the objects, advantagesand principles of the invention.

In the drawings,

FIG. 1 is an external perspective view of the gaming system according tothe embodiment;

FIG. 2 is an external perspective view of a slot machine constitutingthe gaming system according to the embodiment;

FIG. 3 is a diagram showing an example of the symbols drawn on theperipherals of the reels in the slot machine according to theembodiment;

FIG. 4 is a block diagram showing the control system for the slotmachine according to the embodiment;

FIG. 5 is a block diagram of the liquid crystal drive circuit of theslot machine according to the embodiment;

FIG. 6 is a flowchart of the main processing program of the slot machineaccording to the embodiment;

FIG. 7 shows the communication routine program of the slot machineaccording to the embodiment;

FIG. 8 is a flowchart of the start receiving routine program of the slotmachine according to the embodiment;

FIG. 9 is a flowchart of the match routine program of the slot machineaccording to the embodiment;

FIG. 10 is a flowchart of the match completion condition monitoringprogram of the slot machine according to the embodiment;

FIG. 11 is a flowchart of the lottery routine program of the slotmachine according to the embodiment;

FIGS. 12 (a) and (b) are diagrams showing the winning combinationlottery tables used in the match game in the slot machine according tothe embodiment, FIG. 12 (a) shows the winning combination lottery tableused in slot machine (red); and FIG. 12 (b) shows the winningcombination lottery table used in slot machine (blue);

FIG. 13 is a flowchart of the match game routine program of the slotmachine according to the embodiment;

FIG. 14 is a flowchart of the winning award provision routine program ofthe slot machine according to the embodiment;

FIG. 15 is a diagram of the winning award determination table usedduring the match game in the slot machine according to the embodiment;

FIG. 16 is a diagram of the winning combination lottery table used in asingle-player normal game in the slot machine according to theembodiment; and

FIG. 17 is a flowchart of the game routine program of the single-playernormal game in the slot machine according to the embodiment.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The gaming system of the present invention will be described in detailhereinafter with reference to the drawings based on the embodiment inwhich a slot machine is used as a specific example of the gaming machineconstituting the gaming system.

First, the gaming system 100 according to the embodiment, and theschematic structure of a slot machine used in the gaming system 100 willbe described based on FIGS. 1 and 2. FIG. 1 is a diagram showing anexample of the structure of the gaming system according to the presentembodiment; and FIG. 2 is a perspective view of the slot machineconstituting the gaming system.

The gaming system 100 according to the present invention can beconfigured using multiple slot machines 1, but a gaming system 100configured using two slot machines 1 will be described as a specificexample in order to more clearly describe the present invention.

The arrangement of the slot machines 1 of the gaming system according tothe present invention is not particularly limited, and the embodimentwill be described using a configuration in which two slot machines 1 areplaced against each other back-to-back.

The two slot machines 1 each have a communication device 90 describedhereinafter, and are configured so as to be capable of a networkmatch-style game via the communication device 90. These slot machines 1also have the same basic structure.

The slot machines 1 according to the embodiment each have a colordesignated for indicating the slot machine 1. In the embodiment, “red”is set for the slot machine 1 placed on the near side in FIG. 1, and“blue” is set for the slot machine 1 placed on the opposite side.

The cabinets 2 constituting the slot machines 1 are colored in thecolors indicating the slot machines 1, and a player can identify thecolor indicating the slot machine 1 he or she is using from theappearance of the slot machine 1.

The slot machines 1 constituting the gaming system 100 according to theembodiment will be described with reference to FIGS. 2 through 4 usingthe slot machine 1 (for which the color indicating the slot machine isset to “red”) placed at the front in FIG. 1 as an example.

The slot machine 1 according to the embodiment is a so-called slant-typeslot machine which is a gaming machine that can be used by a seatedplayer. The slot machine 1 has a cabinet 2 for forming its overallshape, and a front panel 6 is formed at the top of the cabinet 2.Speakers 80 for issuing sound effects and the like relating to the slotmachine 1 game are also mounted to the left and right of the front panel6. The form of the outcome relating to the slot machine 1 and a displayof points that can be obtained according to the outcome are formed inthe center portion of the front panel 6.

A liquid crystal display 4 is mounted to the front of the cabinet 2 asshown in the center of the slant face. This liquid crystal display 4 iscomposed of a so-called transparent liquid crystal display, and isbasically used as the gaming area for the game in the slot machine 1. Asshown in FIGS. 1 and 2, three variable displays 22, 23, and 24 areformed in the center portion of the liquid crystal display 4.

An operating table 5 gradually tilted forward is provided at the lowerpart of the liquid crystal display 4. A payout button 7 and a helpbutton 8 are placed rearwards in the operating table 5, and a coininsertion slot 9 is provided on the right side of the help button 8. Amatch button 10, a 1-BET button 11, a spin (SPIN/REPEAT BET) button 12,and a MAX-BET button 13 are placed on the frontward side of theoperating table 5.

The payout button 7 is a button that is pushed when the match gamedescribed hereinafter is completed, and when the payout button 7 ispushed, coins remaining as credit at the time the match game iscompleted are paid out from a payout opening 15.

The match game in the embodiment is a game in which outcomes areobtained within a certain period of time, and a win is determined by theamount of the total value of the points acquired. Credit as an award isprovided to the winning player of the match game according to thedifference between his or her own total point and the total point of thematch opponent.

Therefore, at the end of the match game, the payout button 7 is pushedin order to convert the credit into coin. A payout switch 63 describedhereinafter is attached to the payout button 7, and a switch signal isoutputted to the CPU 50 based on the pushing of the payout button 7.

The help button 8 is a button pushed when the operating method or thelike of the game is unclear, and when the help button 8 is pushed,various types of help information are displayed on the liquid crystaldisplay 4. A help switch 64 described hereinafter is attached to thehelp button 8, and a switch signal is outputted to the CPU 50 from thehelp switch 64 based on the pushing of the help button 8.

A coin sensor 65 described hereinafter is placed in the coin insertionslot 9, and when a coin is inserted into the coin insertion slot 9, acoin detection signal is outputted to the CPU 50 via the coin sensor 65.

The match button 10 in the gaming system 100 according to the embodimentis a button pushed when a match-style game is performed with anotherslot machine 1. A match switch 57 described hereinafter is attached tothe match button 10. When the match button 10 is pushed, a signal isissued based on this pushing from the match switch 57 to the CPU 50, anda match flag is stored in RAM 52.

The 1-BET button 11 is a button whereby a bet is placed each time thebutton is pushed. A 1-BET switch 59 described hereinafter is attached tothis 1-BET button 11, and when the 1-BET button 11 is pushed, a switchsignal is outputted based on this pushing from the 1-BET switch 59 tothe CPU 50.

In the same manner, the MAX-BET button 13 is a button for performing agame for the maximum number of bets (three bets in the embodiment) thatcan be placed with a single operation of the bet button in the slotmachine 1 according to the embodiment. A 3-BET switch 60 is attached tothe MAX-BET button 13. The 3-BET switch 60 outputs a switch signal tothe CPU 50 based on the pushing of the MAX-BET button 13.

The spin button 12 is a button for initiating the variable displays ofsymbols in the variable displays 22 through 24 of the liquid crystaldisplay 4 in order to start a game based on the pushing of the spinbutton 12 according to the present bet amount and the previous betamount. A spin switch 58 described hereinafter is attached to the spinbutton 12, and when the spin button 12 is pushed, a switch signal isoutputted based on this pushing from the spin switch 58 to the CPU 50.

An armrest 14 having a substantially horizontal face is formed on thefrontward side of the operating table 5. This armrest 14 is configuredso that when a player seated in a chair (not shown in the diagram) isplaying the game, the player can rest his or her arms on the armrest 14and easily operate the operating table 5.

The payout opening 15 is provided at the bottom of the cabinet 2. A coindetector 73 described hereinafter composed of a sensor or the like ismounted inside the payout opening 15, and the coin detector 73 detectsthe number of coins paid out from the payout opening 15.

The liquid crystal display 4 is mounted in the center of the front faceof the cabinet 2 of the slot machine 1, and variable displays 22 through24 are formed therein, as previously described. The variable displays 22through 24 are configured as transparent areas in which the visibilitywith respect to the inside of the cabinet 2 is maintained.

Three reels R are mounted inside the cabinet 2 behind the liquid crystaldisplay 4. These three reels R are mounted in parallel inside thecabinet 2, and each reel is supported so as to be able to rotateindependently. The reels R are also mounted so as to face the variabledisplays 22 through 24.

Specifically, the liquid crystal display 4 is designed so that the threereels R are positioned facing forward, and the symbol columns 41 through43 drawn on the peripheral faces of the reels R are visible via thevariable displays 22 through 24. In the slot machine 1 according to theembodiment, a single-player normal game described hereinafter and amatch game with a slot machine 1 used by another player are performedusing the three reels R.

The active pay line L (see FIGS. 1 and 2) of the slot machine 1 is drawnin the center portion of the variable displays 22 through 24.

The reels R will be described. Among the three reels R, the reel R onthe left side as viewed from the front of the slot machine 1 faces thevariable display 22 (see FIG. 2) formed in the liquid crystal display 4,and the center reel R faces the variable display 23 (see FIG. 2) formedin the liquid crystal display 4 in the same manner. The reel R on theright side faces the variable display 24 (see FIG. 2) formed in theliquid crystal display 4.

Various types of symbols (see FIG. 3) used in the single-player normalgame and two-player match game described hereinafter are formed on theperipheral faces of the reels R. In this arrangement, the symbol columns41 is a series of symbols drawn on the peripheral face of the reel R onthe left side that can be variably displayed in the variable display 22,the symbol column 42 is a series of symbols drawn on the peripheral faceof the reel R in the center that can be variably displayed in thevariable display 23, and the symbol column 43 is a series of symbolsdrawn on the peripheral face of the reel R on the right side that can bevariably displayed in the variable display 24.

The symbol columns 41 through 43 have the same series of symbols, andthese symbol columns are formed from eleven symbols consisting of atriple BAR 91, a double BAR 93, a red seven 94, a single BAR 95, a blank96, and a blue seven 97 in an arbitrary combination. The blank 96 is anarea in which there is no symbol present.

When the symbol columns 41 through 43 scrolling in the variable displays22 through 24 are stopped, three symbols are each stopped and displayedin the center portions of their respective variable displays. Varioustypes of winning combinations are set in advance in the slot machine 1based on a plurality of types of combinations of the symbols, and points(hereinafter referred to as points) in the game are added when acombination of symbols corresponding to a winning combination stops onthe active pay line L.

The method of forming the various symbols on the peripheral faces of thereels R generally involves printing various symbols on an elongated reelsheet having the same width and length dimensions as the reel R, anaffixing a reel sheet to the peripheral face of each reel R, but thesymbols may, of course, be formed by another method.

A communication device 90 used for performing a match-style game betweenslot machine 1 and another slot machine 1 is mounted inside the cabinet2. This communication device 90 is capable of sending and receiving datafrom a communication device 90 mounted in another slot machine 1, andperforms wireless transmission and reception of data in the embodiment.

In the embodiment, sending and receiving of data by the communicationdevice 90 is performed wirelessly, but an embodiment is also possible inwhich the slot machines 1 are connected by a cable or the like, and dataare transmitted and received over a wire.

The structure of the control system of the slot machine 1 will next bedescribed based on FIG. 4. FIG. 4 is a schematic block diagram of thecontrol system of the slot machines.

In FIG. 4, the control system of the slot machine 1 is basicallystructured around the CPU 50, and ROM 51 and RAM 52 are connected to theCPU 50. The main routine program, the normal game routine program, thematch routine program, various effect programs for creating variouseffects in the liquid crystal display 4 as the game progresses, and thelottery table for performing a lottery of the stopped display symbols ofthe normal game described hereinafter, as well as various programs, datatables, and the like necessary for controlling the slot machine 1 arestored in the ROM 51. The RAM 52 is memory for temporarily storing flagsand various types of data computed by the CPU 50.

A clock pulse generation circuit 53 for generating a reference clockpulse and a divider 54 are connected to the CPU 50, and a random numbergenerator 55 and random number sampling circuit 56 are also connectedthereto. A random number sampled via the random number sampling circuit56 is used for various type lotteries for determining winningcombinations, effects, and the like. The match switch 57 attached to thematch button 10, the spin switch 58 attached to the spin button 12, the1-BET switch 59 attached to the 1-BET button 11, the 3-BET switch 60attached to the MAX-BET button 13, the payout switch 63 attached to thepayout button 7, and the help switch 64 attached to the help button 8are each connected to the CPU 50. The CPU 50 performs control in orderto execute various operations corresponding to each button based on theswitch signal outputted from each switch when the corresponding buttonis pushed.

A timer 74 for measuring a predetermined period of time (three minutes,for example), in a match game to determine which player acquires themost points in a predetermined period of time is also connected to theCPU 50. This timer 74 begins measuring time simultaneously with thetimer 74 of the match opponent slot machine 1 based on a timersynchronization signal described hereinafter.

Three stepping motors 68 for rotating the reels R via a motor drivecircuit 67 are connected to the CPU 50, and a reel position detectioncircuit 69 is also connected thereto. When a motor drive signal isoutputted from the CPU 50 to the motor drive circuit 67, the steppingmotors 68 are rotationally driven by the motor drive circuit 67. Thereels R are thereby rotated.

At this time, after the reels R have begun to rotate, the number ofdrive pulses fed to each of the stepping motors 68 is calculated, andthe calculated values are written in a predetermined area of the RAM 52.A reset pulse is outputted from each reel R for each rotation thereof,and the reset pulses are inputted to the CPU 50 via the reel positiondetection circuit 69. When a reset pulse is inputted to the CPU 50 inthis manner, the calculated value written in the RAM 52 is cleared to“0,” and the CPU 50 recognizes the rotational position of the symbol ineach reel R based on the calculated value corresponding to therotational position in the range of a single rotation of each reel R anda symbol table in which the rotational position of each reel R stored inthe ROM 51 is correlated with the symbol formed on the peripheral faceof each reel R.

The coin sensor 65 disposed in the coin insertion slot 9 is alsoconnected to the CPU 50. The coin sensor 65 detects coins inserted fromthe coin insertion slot 9, and the CPU 50 computes the number of coinsdeposited based on the coin detection signal outputted from the coinsensor 65. The number of coins thus computed is converted into creditused for the single-player normal game and match-style game in the slotmachine 1.

A hopper 71 is also connected to the CPU 50 via a hopper drive circuit70. When a drive signal is outputted from the CPU 50 to the hopper drivecircuit 70, the hopper 71 pays out a predetermined number of coins fromthe payout opening 15.

A coin detector 73 is connected to the CPU 50 via a payment completionsignal circuit 72. The coin detector 73 is disposed inside the payoutopening 15, and when it is detected that the predetermined number ofcoins have been paid out from the payout opening 15, a coin paymentdetection signal is outputted from the coin detector 73 to the paymentcompletion signal circuit 72, and the payment completion signal circuit72 outputs a payment completion signal to the CPU 50 based on thissignal. The liquid crystal display 4 is connected to the CPU 50 via aliquid crystal drive circuit 75, and the liquid crystal display 4 iscontrolled by the CPU 50.

As shown in FIG. 5, the liquid crystal drive circuit 75 is composed ofprogram ROM 81, image ROM 82, an image control CPU 83, working RAM 84, aVDP (Video Display Processor) 85, video RAM 86, and the like. An imagecontrolling program or various selection tables relating to what isdisplayed in the liquid crystal display 4 are stored in the program ROM81. Dot data for forming an image displayed on the liquid crystaldisplay 4 are stored in the image ROM 82. The image control CPU 83determines the image displayed on the liquid crystal display 4 based ona parameter set by the CPU 50 from the dot data stored in advance in theimage ROM 82 according to an image control program stored in advance inthe program ROM 81. The working RAM 84 is configured as a temporarystorage means for when the image control program is executed by theimage control CPU 83. The VDP 85 forms an image according to the displaycontent determined by the image control CPU 83 and outputs the image tothe liquid crystal display 4. The video RAM 86 is configured as atemporary storage means for when the image is formed by the VDP 85.

An LED 78 is also connected to the CPU 50 via an LED drive circuit 77.Numerous LED 78 are mounted in the front face of the slot machine 1, andthe lighting thereof is controlled by the LED drive circuit 77 based ona drive signal from the CPU 50 when various effects are displayed. Anaudio output circuit 79 and the speakers 80 are connected to the CPU 50,and the speakers 80 generate various sound effects to create variouseffects based on the output signal from the audio output circuit 79.

The communication device 90 is connected to the CPU 50. Thecommunication device 90 wirelessly transmits results computed by the CPU50 to the other slot machine 1 (the slot machine 1 on the “blue” side inthe embodiment) constituting the gaming system 100, and wirelesslyreceives the computation results of the other slot machine 1. Whencomputation results are received from the other slot machine 1, the CPU50 stores the computed results in the RAM 52, and uses the results tocontrol the receiving slot machine 1 (the slot machine 1 on the “red”side).

The lottery table used to determine all of the symbols that are stoppedand displayed on the active pay line L; specifically, the winningcombination, when a game is performed using the three variable displays22 through 24 in the slot machine 1 will be briefly described based onFIG. 12. FIG. 12 is a diagram showing the winning combination lotterytable and the award points thereof when a match-style game is performed.

In the slot machine 1 according to the embodiment, the winningcombination, the points provided when the winning combination isobtained, and the slot machine to which the points are provided arecorrelated in the winning combination lottery table. The winningcombination in the embodiment is configured so that a total of fivetypes of winning combinations are present, and when a winningcombination is won, award points are provided according to theparticular winning combination.

The five types of winning combinations will be described. When theoutcome “7-7-7 (red)” is won, three “red seven 94” symbols are stoppedand displayed on the active pay line L, and “100” award points areprovided. When the outcome “7-7-7 (blue)” is won, three “blue seven 97”symbols are stopped and displayed on the active pay line L. In the samemanner, when the outcomes “triple bar,” “double bar,” and “single bar”are won, the symbols “triple bar 91,” “double bar 93,” and “single bar95,” are respectively stopped and displayed in threes of the same typeon the active pay line L.

As shown in FIG. 12, the range of the random number used in the winningcombination lottery table is 0 to 2047, and a random number value isassigned for each type of outcome (winning combinations and miss). Arandom number value is determined by the random number sampling circuit56 described hereinafter, and the winning combination lottery table isreferenced based on the random number value thus determined, wherebysuccess or failure to win a winning combination is determined.

In the gaming system according to the embodiment, a different winningcombination lottery table is provided for each slot machine 1constituting the gaming system. Specifically, a winning combinationlottery table (see FIG. 12 (a)) for the slot machine 1 on the red side(hereinafter referred to as slot machine (red)) is stored in slotmachine (red), and a winning combination lottery table (see FIG. 12 (b))for the slot machine 1 on the blue side (hereinafter referred to as slotmachine (blue)) is stored in slot machine (blue).

The difference between the winning combination lottery table for slotmachine (red) and the winning combination lottery table for slot machine(blue) will be described with reference to FIGS. 12 (a) and 12 (b).

As shown in FIGS. 12 (a) and 12 (b), the random number value range, theaward points, and the object to which the points are provided are thesame for the “triple bar” outcome, the “double bar” outcome, and the“single bar” outcome.

The difference between the winning combination lottery table for slotmachine (red) and the winning combination lottery table for slot machine(blue) is in the “red seven” and “blue seven” outcomes.

As shown in FIG. 12 (a), in the winning combination lottery table forslot machine (red), the random number value range is 0 to 20 for the“red seven” outcome, and the object to which the points are provided isset to “player”; specifically, slot machine (red). For the “blue seven”outcome, the random number value range is 21 to 31, and the object towhich the points are provided is set to “match opponent”; specifically,slot machine (blue).

Therefore, when a match-style game is performed in slot machine (red),when the value of the random number sampled by the random numbersampling circuit 56 is in the range of 0 to 20, the “red seven” outcomeis won, and 100 points are provided to the same slot machine 1. When thesampled random number value is 21 to 31, the “blue seven” outcome iswon, but the object to which the points are provided is set to “matchopponent” this time, so 100 points are provided to slot machine (blue),which is the match opponent.

As shown in FIG. 12 (b), when a match game is performed in slot machine(blue), when the value of the random number sampled by the random numbersampling circuit 56 is in the range of 0 to 20, the “blue seven” outcomeis won, and 100 points are provided to the same slot machine 1. When thesampled random number value is 21 to 31, the “red seven” outcome is won,but the points this time are provided to “match opponent,” meaning that100 points are provided to slot machine (red).

As described above, in the gaming system according to the embodiment,points corresponding to the winning combination can be acquired by aplayer who obtains a seven outcome having the same color as the slotmachine he or she is using. When a seven outcome having a differentcolor from that of the player's own slot machine is won, points areprovided to the slot machine that corresponds to that outcome regardlessof the player's own winning. Therefore, variability occurs in theprocess until the winner of the match-style game is determined, andvariability also occurs in the match results.

A seven outcome having a different color from that of the player's slotmachine will be referred to hereinafter as a “special outcome.”

In the slot machine 1 according to the embodiment, the winningcombination lottery table used during execution of the match-style gameis described, but the slot machine 1 may also perform a normal game thatis played independently.

In the case of a normal game played by a player independently, thewinning combination lottery table shown in FIG. 16 is used. FIG. 16 is adiagram showing the winning combination lottery table when a normal gameis performed using slot machine (red).

As shown in FIG. 16, in the normal game, the “blue seven” outcome inwhich the object to which the points are provided is set to “matchopponent” in the match game is changed so that points are provided to“player.”

The object to which the points are provided is thus set to “player” forall outcomes, whereby the normal game can be smoothly executed.

The main routine program executed in the slot machine 1 will bedescribed based on FIG. 6. FIG. 6 is a flowchart of the main routineprogram. A case will be described in which slot machine (red) is used,but the same procedure applies when slot machine (blue) is used.

First, in step (hereinafter abbreviated “S”) 1, the start receiveroutine of FIG. 8 described hereinafter is performed. In this startreceive routine (S1), the coins that become the necessary credit forperforming the game in the slot machine 1 are received, and selection ofeither the single-player normal game or the match game played by aplurality of players is performed for the game executed in the slotmachine 1. The process proceeds to S2 after the start receive routine(S1) is completed.

In S2, it is determined in the player's own slot machine 1 (slot machine(red)) and in the match opponent's slot machine 1 (slot machine (blue))whether a match flag is present in the RAM 52 that indicates the desireto execute a match game. At this time, whether a match flag is presentin the RAM 52 of the match opponent's slot machine 1 is determined basedon a signal transmitted from the match opponent's slot machine 1 by thecommunication routine program described hereinafter.

When a match flag is present in the player's own slot machine 1, and amatch flag is also present in the match opponent's slot machine 1, sinceboth players desire a match game, the process proceeds to the matchroutine (S3) for executing the match game.

In S3, the match game is performed, the match results between the slotmachines 1 are determined, and the award is provided based on the matchresults. After these routines are completed, the main routine program iscompleted.

When one of the players has not selected the match game, or when one ofthe players has selected the match mode, but the opponent player has notselected the match mode (S2: NO), since a single-player normal game isexecuted, the process proceeds to S4. This normal game is a game inwhich players compete for the highest total number of points providedbased on winning combinations.

In S4, a lottery of winning combinations in the single-player normalgame is performed (S4). The reels R are stopped and displayed accordingto the lottery results, and adding of points and other game routines areperformed (S5). After such routines (S4, S5) pertaining to thissingle-player normal game are completed, the main routine program iscompleted.

In the slot machine 1 according to the embodiment, mutual communicationbetween the player's own slot machine 1 and the other slot machine 1 isperformed via the communication device 90 during execution of the mainroutine program. The communication routine program according tocommunication control between these slot machines 1 will be describedwith reference to FIG. 7.

As previously described, execution of the communication routine programshown in FIG. 7 is initiated in the CPU 50 together with initiation ofthe main routine program, and is executed while interrupt processingwith respect to the main routine program is performed at predeterminedtime intervals.

In the slot machine 1 according to the embodiment, signals from theother slot machine 1 are continually received via the communicationdevice 90 and the received content is stored in the RAM 52 duringexecution of the communication routine program.

When the communication routine program is initiated, first, it isdetermined in S101 whether a match flag is present in the RAM 52. Thematch flag is a flag stored in the RAM 52 when a match game is desiredin the start receive routine (S1); specifically, when the match button10 is operated.

When a match flag is present in the RAM 52 of the slot machine 1 (S101:YES), the process proceeds to S102, and a match potential signalindicating that the slot machine 1 desires a match game is transmittedto the other slot machine 1 (S102).

Consequently, in the aforementioned S2, the presence of a match flag canbe recognized on the match opponent side by receiving this matchpotential signal by means of the communication device 90.

When a match flag is not present in the RAM 52 of the slot machine 1(S101: NO), execution of the communication routine program is completedwithout transmission of a match potential signal. And after apredetermined time interval elapses, the communication routine programis again executed.

In S103, a timer synchronization signal is transmitted with respect toall of the slot machines 1 constituting the gaming system 100. Thistimer synchronization signal is a signal for synchronizing the start oftiming by the aforementioned timer 74. After the timer synchronizationsignal is transmitted to the other slot machine 1, the process proceedsto S104.

In S104, it is determined whether a match completion flag is present inthe RAM 52 of the slot machine 1 executing the match game. The matchcompletion flag is a flag stored in the RAM 52 so that the match game isended when a predetermined condition is satisfied during the match gamein this gaming system 100.

When a match completion flag is present in the RAM 52 (S104: YES), amatch completion signal for generating a match completion flag istransmitted to the other slot machine 1 (S105). After the matchcompletion signal is transmitted, the process proceeds to S106. When amatch completion flag is not present (S104: NO), the process proceeds asit is to S106.

In S105, the match completion signal transmitted to the other slotmachine 1 is received by the other slot machine 1 that is constantly ina signal receiving state. The CPU 50 of the slot machine 1 that receivesthe match completion signal generates a match completion flag based onthe match completion signal and stores the flag in the RAM 52.

In S106, it is determined whether a special outcome has been won. Asdescribed above, the “special outcome” is a seven outcome having adifferent color from that of the player's slot machine, and is anoutcome for which the object to which the points are provided is set to“match opponent.

When a “special outcome” is won, specifically, when a special outcomeflag described hereinafter is stored in the RAM 52 (S106: YES), awardcontent is transmitted based on the winning combination lottery table sothat the points corresponding to the special outcome are provided to theobject, which is “match opponent” (S107). After the award content istransmitted to the slot machine 1 of the match opponent, the processproceeds to S108. When the “special outcome” is not won (S106: NO), theprocess proceeds as it is to S108.

More specifically, in S106 according to the embodiment, a “specialoutcome” win is determined to have occurred when the “blue seven”outcome is won using slot machine (red), and award content for providing100 points is transmitted to the match opponent slot machine (blue).

A “special outcome” win is determined to have occurred when the “redseven” outcome is won using slot machine (blue), and award content forproviding 100 points is transmitted to the match opponent slot machine(red).

In S108, the point information according to total points obtained duringthe match game by the player's slot machine is transmitted to the otherslot machine joining in the match game.

Based on that the above point information is transmitted and receivedamong the slot machines 1 joining in the match game together, theplayer's point information and the match opponent's point informationare displayed on the liquid crystal display 4 of the slot machine 1. Andafter the match game is completed, by referring the point information ofthe players joining the match game, the winner determination of thematch game is performed. After the point information is transmitted tothe slot machines 1 joining in the match game, the communication routineprogram is completed. After a predetermined time elapses from thiscompletion, the communication routine program is again executed whileinterrupt processing with respect to the main routine program isperformed.

In the slot machine 1 constituting the gaming system 100 of theembodiment thus configured, the communication routine program mentionedabove is executed while interrupt processing with respect to the mainroutine program is performed at predetermined time intervals. By thisarrangement, comfortable gaming can be provided without timediscrepancies between players occurring in the initiation and progressof the match game.

Each routine constituting the main routine program will be described insequence with reference to the drawings. The start receive routine (S1)of the main routine program will first be described with reference toFIG. 8.

When execution of the main routine program is initiated, and the processproceeds to the start receive routine (S1), clearing of the RAM 52 andother initialization routines (S11) are first performed.

After the initialization routine (S11) is completed, the credit additionroutine (S12) is performed in S12. In the credit addition routine (S12),the coins inserted from the coin insertion slot 9 are detected by thecoin detector 73, and the number of credits is increased according tothe number of coins inserted. Credit is spent by making any bet on theactive pay line L during a single-player normal game and a match-stylegame.

After the credit addition routine (S12) is completed, it is determinedin S13 whether the current number of credits is 20 or higher. In thegaming system according to the embodiment, the number of credits must be20 or higher in order to execute a match game. By setting a creditnumber of 20 or higher as a condition in this manner, a match game canbe prevented from ending in a short time, and the match game can beenjoyed for a certain period of time.

When the current number of credits is 20 or higher (S13: YES), the inputof the match button 10 is enabled, and the process proceeds to S14. Atthis time, it becomes possible for the player to select a single-playernormal game or a match-style game.

When the number of credits is 20 or lower (S13: NO), the start receiveroutine (S1) is ended with the input of the match button 10 disabled.Consequently, in this case, use of the slot machine 1 is limited to thesingle-player normal game.

In S14, which occurs when the number of credits is 20 or higher, it isdetermined whether a match mode is selected. Specifically, thisdetermination is made based on whether there is an input from the matchbutton 10, and when there is an input from the match button 10 (S14:YES), the CPU 50 generates a match flag and stores it in the RAM 52(S15). After the match flag is stored in the RAM 52, the start receiveroutine (S1) is completed, and the process proceeds to S2.

When there is no input from the match button 10 (S14: NO), it isdetermined that the player desires a single-player normal game, thestart receive routine (S1) is completed without generation of a matchflag, and the process proceeds to S2.

The match routine program will next be described with reference to FIG.9. This match routine program is a program executed in the match routine(S3), performed when there is a plurality of players who desire a matchgame.

When the process proceeds to the match routine (S3), the timer 74synchronization routine in S21 is first performed. In the timersynchronization routine (S21), a routine is performed for synchronizingthe start of timing by the timer 74 between the slot machines 1performing the match game based on the timer synchronization signalreceived in the aforementioned communication routine program.Specifically, the timer synchronization signal transmitted from thematch opponent slot machine 1 is compared with the players own timer 74data, and the time difference between the two machines is determined.The start of timing by both timers 74 is synchronized by causingprocessing to wait according to the time difference of whichever timer74 is ahead.

In S22, processing is put on standby according to the time differencederived from the timer synchronization signal, as described previously.Therefore, in S22, processing is put on standby for a predetermined timeaccording to the time difference only when the timer 74 is ahead.

When the predetermined time has elapsed, and the timers 74 of the slotmachines 1 performing the match game are synchronized, measurement ofthe match game time limit (three minutes, for example) is initiated(S23).

In the present embodiment, the timer 74 is synchronized by causingprocessing to stand by according to the time difference, but the timer74 may also be synchronized by simultaneously resetting both the timers74.

In S24, it is determined whether a match completion flag is present. Thematch completion flag is a flag stored in the RAM 52 based on a matchcompletion condition monitoring program described hereinafter. When amatch completion flag is present (S24: YES), the process proceeds to thewinning award provision routine (S27), and the match game is completed.When there is no match completion flag (S24: NO), the process proceedsto S25, and the match game is continued.

In S25, the lottery routine is performed. In the lottery routine (S25),the player determines the bet amount of one game constituting the matchgame, and a lottery of the outcome of that game is performed. Thislottery routine will be described in detail hereinafter with referenceto the drawings.

After the lottery routine (S25) is completed, the process proceeds tothe match game routine (S26). The match game routine is a routine forinitiating rotation of the reels R, controlling stoppage thereof basedon the lottery results in S25, computing points based on a winningcombination, and performing other tasks. This match game routine will bedescribed hereinafter with reference to the drawings.

After the match game routine (S26) is completed, the process returns toS24, and the match game is continued.

As previously described, when a match completion flag is present (S24:YES), the process proceeds to the winning award provision routine (S27).This winning award provision routine (S27) is a routine for comparingthe number of points between the slot machines 1 that performed thematch game, and providing an award to the winner having the most pointsaccording to the number of points acquired. This winning award provisionroutine will be described in detail hereinafter with reference to thedrawings.

After the winning award provision routine (S27) is completed, the matchroutine program ends, and the process returns to the main routineprogram.

In the slot machine 1 according to the embodiment thus configured, aplurality of programs are executed while interrupt processing withrespect to the match routine program is performed at predetermined timeintervals. The match completion condition monitoring program, which isone of the abovementioned plurality of programs and which relates tocompletion of the match routine program, will be described withreference to FIG. 10.

The match game according to the embodiment is forced to end when any oneof two conditions is satisfied. The ending conditions for the match gameare the following two conditions: “the number of credits in any one ofthe slot machines 1 participating in the match game becomes zero,” and“the time limit (three minutes) of the match game has elapsed.”

By this match completion condition monitoring program, the slot machine1 is monitored whether any of the abovementioned two conditions issatisfied during a match game.

Therefore, the process proceeds to the match routine (S3), execution ofthe match completion condition monitoring program is initiated by theCPU 50, and processing is performed at predetermined time intervals.First, in S31, it is determined whether the number of credits of theslot machine 1 is zero. When the number of credits is not zero (S31:NO), the process proceeds to S32. In S32, it is determined whether thetime period elapsed since the start of the match game has reached thetime limit (three minutes in the embodiment). When the results ofreferencing the timer 74 show that the time limit has not elapsed (S32:NO), the process returns to S31 and the above processes are repeatedtill the match game is completed.

When the number of credits of the slot machine 1 has reached zero (S31:YES), or in the subsequent S33 to which the process proceeds when thepredetermined time (three minutes) has elapsed (S32: YES), the CPU 50generates a match completion flag based on the match completioncondition being satisfied, and stores the match completion flag in theRAM 52.

After the match completion flag is stored in the RAM 52 (S33), the matchgame and the match completion condition monitoring program are bothended.

As described above, the match completion flag generated by the matchcompletion condition monitoring program is used in S24 during the matchroutine, and leads the slot machine 1 towards the routine relating tocompletion of the match game.

The lottery routine program executed in the lottery routine (S25) in thematch routine program (see FIG. 9) will first be described withreference to FIG. 11.

In the lottery routine program as shown in FIG. 11, first, in S41, it isdetermined whether the spin button 12 or the like has been operated. Inother words, in S41, the player performs the operation for determiningthe number of credits bet with respect to the active pay line L usingthe 1-BET button 11, the MAX-BET button 13, and the like, and performsthe operation for initiating rotation of the reels R by the input of thespin button 12.

When the spin button 12 or the like is not operated (S41: NO),processing stands by until the spin button 12 or the like is operated.When the spin button 12 or the like is operated, the bet amount withrespect to the active pay line L is determined, and the operation forinitiating rotation of the reels R is performed (S41: YES), the processproceeds to S42 and the lottery of winning combination in the presentgame is executed.

In the outcome lottery routine (S42), the lottery of outcomes isperformed using the winning combination lottery table shown in FIGS. 12(a), 12 (b) and the random number sampling circuit 56. Specifically, itis determined to which random number range corresponding to each outcomeof the winning combination lottery table (see FIGS. 12 (a), 12 (b)) arandom number sampled by the random number generator 55 and the randomnumber sampling circuit 56 belongs, and the lottery results aredetermined based on this determination.

In S43, a symbol determination routine is performed for determining howthe combination of symbols constituting the winning combinationdetermined by the outcome lottery routine (S42) is formed from thesymbols formed on the peripheral faces of the reels R. When a winningcombination is won, all the same symbols are stopped and displayed.Therefore, when a “miss” is selected, at least one of the symbolsstopped on the active pay line L in the reels R is different from theothers.

At this time, there is no case in which the stopped and displayedsymbols consist only of a mixture of “red seven 94” and “blue seven 97.”In other words, there is no stopped display such as “red seven 94,” “redseven 94,” and “blue seven 97” on the active pay line L, which appearsas if a seven outcome is won. This is to prevent the player fromconfusing such an outcome with a winning combination of “sevens.”

After the symbol determination routine (S43) is completed, the lotteryroutine program is ended, and the process proceeds to S26 of the matchroutine program.

The match game routine program executed in S26 of the match routineprogram will be described with reference to FIG. 13.

When the transition to the match game routine program is made, first, inS51, the rotation routine for initiating rotation of the reels R isperformed. After the reels R have been rotated for a certain period oftime, a stopping control routine (S52) for stopping the symboldetermined in the symbol determination routine (S43) on the active payline is performed. After the stopping control routine (S52) is finished,the process proceeds to S53.

In S53, it is determined whether a “special outcome” has been won.Specifically, it is determined in the case of slot machine (red) whetherthe outcome “blue seven” has occurred, and in the case of slot machine(blue), whether the outcome “red seven” has occurred. In other words,such determination is performed based on whether or not the randomnumber value sampled in the outcome lottery routine (S42) lies in arange of 21˜31.

When a “special outcome” has occurred (S53: YES), the process proceedsto S54, a special outcome award flag indicating the winning of a“special outcome” is generated, and the flag is stored in the RAM 52(S54). Since this special outcome award flag is stored in the RAM 52, itis determined that a special outcome has been won in the routine of S106in the aforementioned communication routine program, and award contentcorresponding to the special outcome is transmitted to the other slotmachine 1 (S107). After the special outcome award flag is stored in theRAM 52, the process proceeds to S55.

When “special outcome” is not won (S53: NO), the process proceeds assuch to S55.

In S55, the award content receiving routine is performed. In the awardcontent receiving routine, the “special outcome” award “100 points” isadded to the points that are to be added to the points of the slotmachine 1 based on the reception results of the award contenttransmitted in S107 of the aforementioned communication routine program.

In S56, the point assessment routine (S56) is performed for adding thesum of the points relating to the “special outcome” added in S55 and thepoints added based on the lottery results in the player's own slotmachine 1 to the current number of points obtained in the player's ownslot machine 1. After the point assessment routine (S56) is completed,the match game routine (S26) is ended, and the process returns to thematch routine program.

Concretely describing on the basis of an example, in a case that theslot machine 1 of the match opponent is the slot machine (blue) and the“red seven” outcome is won (S53: YES), as the award content, it istransmitted to the player's won slot machine (red) the award content togive 100 points thereto (S54). At that time, in the player's own slotmachine 1 (red), if the winning combination of “3BAR” is won, the slotmachine 1 (red) receives the award content (signal to give 100 points)from the slot machine (blue) (S55), and such 100 points given from theother slot machine 1 as the award content and 30 points of the winningcombination of “3BAR” are added to the total points obtained at present(S56).

The winning award provision routine program executed in the winningaward provision routine (S27) performed at the end of the match game inthe match routine program will next be described with reference to FIG.14.

When the transition to the winning award provision routine (S27) ismade, first, in S61, the point information of the opponent is read,which is the information transmitted in S108 of the communicationroutine program and stored in the RAM 52 of the slot machine 1. Thewinner determination routine (S62) for determining the winner of thematch game is then performed by comparing the point information of theplayer with the point information of the opponent read from the RAM 52,and computing the difference between the opponent's points and theplayer's points.

In S63, the content of the award paid out to the winner is determinedbased on the results of the winner determination routine (S62) and thewinning award determination table (see FIG. 15).

The winning award determination table will be described. Credit isprovided to the winner of the match game in the gaming system accordingto the embodiment. The credit thus provided also varies according to thepoint difference between the player and the match opponent.

As shown in FIG. 15, 100 is added to the number of credits of thewinning slot machine 1 when the point difference between theparticipants in the match game is 1000 points or greater. Therefore, byoperating the payout button 7 at the end of the game, coins are paid outaccording to the amount of credit remaining. When the point differencebetween the participants in the match game is 500 points or greater andless than 1000 points, 50 is added to the number of credits of thewinning slot machine 1. When the point difference between players is 10points or greater and less than 500 points, 20 is added to the number ofcredits of the winning slot machine 1.

After the content of the winning award provided to the winner isdetermined according to the point difference between the participants inthe match game in this manner, the process proceeds to S64.

In S64, it is determined whether the slot machine 1 won the match. Inother words, a determination is made based on the determination resultof the winner determination routine (S62) for determining whether theplayer has more points compared with the match opponent's points.

When the slot machine 1 is defeated (S64: NO), a message indicating lossof the match is displayed on the liquid crystal display 4, and the lossis reported to the player (S66). When the slot machine 1 wins (S64:YES), a celebration message indicating a win is displayed on the liquidcrystal display 4 (S65). After the winning screen is displayed on theliquid crystal display 4, the winning award determined in the winningaward determination routine (S63) is added to the player's credit (S67).

After the winning award is provided (S67), both the winning awardprovision routine program and the match routine program are ended.

In the gaming system according to the embodiment, not only can theaforementioned match-style game be played, but a single-player normalgame can also be played. The processing relating to the single-playernormal game will be described herein with reference to the drawings.

As previously described, a single-player normal game is performed whenthe player of the slot machine 1 does not desire a match game in theslot machine 1 according to the embodiment, or when the player of theslot machine 1 desires a match game, but there is no other playerpresent who desires to participate in a match game as the match opponent(S2: NO).

In this situation, the process first proceeds to the lottery routine(S4). Since this outcome lottery routine performs basically the samecontrol as the previously described lottery routine (see FIG. 11) of S25in the match routine program, detailed description thereof is omitted.This lottery routine (S4) differs from the lottery routine (S25) in thematch routine program in the winning combination lottery table used inthe outcome lottery routine. The winning combination lottery table usedin the lottery routine (S4) is different form the table shown in FIGS.12 (a), 12 (b) which is used in the match game, the winning combinationlottery table used in the lottery routine (S4). In the winningcombination lottery table, the object to be provided with points for alloutcomes is set to “player” (see FIG. 16).

After the bet amount for the active pay line L, the outcome in thecurrent game, and the symbol constituting the outcome are determined bythe lottery routine (S4), the game routine is performed in S5. The gameroutine (S5) in the single-player normal game will be described withreference to FIG. 17.

When the transition is made to the game routine in the single-playernormal game, first, in S71, the rotation routine for initiating rotationof the reels R is performed. After rotation of the reels R is initiated,and a predetermined period of time has elapsed, a stopping controlroutine (S72) is performed for stopping the outcome determined as aresult of the lottery routine (S4), and the symbols constituting theoutcome, on the active pay line L.

After the stopping control routine (S72) is finished, the pointsprovided to the slot machine 1 are read based on the winning combinationlottery table (see FIG. 16) and the outcome determined in the lotteryroutine (S4), and the point assessment routine (S73) is performed foradding the points thus read to the slot machine's current points. Afterthe point assessment routine (S73) is completed, the game routine (S5)is completed, and the single-player normal game is ended.

As described above, in the gaming system 100 according to theembodiment, when a match game is executed using the slot machines 1constituting gaming system 100, and the “special outcome” is won, pointsaccording to the special outcome are not given to the player's own slotmachine 1 but are given to the match opponent. Concretely describing, ina case that the match is conducted using the slot machine 1 (red) andthe “blue seven” outcome which is the special outcome is won, points arenot given to the player's own slot machine (red) but are given to theslot machine (blue) which is the match opponent.

As described, based on that points obtained according to that thewinning combination is won and the object to which such points are givenare determined corresponding to the winning combination, it will occurvariability that the game result becomes advantageous ordisadvantageous. As a result, variability concerning with victory ordefeat of the match will occur, therefore not only skillful player butalso skill-less player can enjoy interest of the match.

The present invention is in no way limited by the embodiment describedabove, and may include various modifications in ranges that do notdepart from the intended scope thereof.

For example, a case is described in the above embodiment in which thegaming system 100 is composed of two slot machines 1, but the gamingsystem 100 may be formed using numerous slot machines 1.

In this case, based on that “seven” outcome with color corresponding toeach of the slot machines is added to the winning combination lotterytable, the match game similar to the match game according to theembodiment can be conducted over plural slot machines. For example, inaddition to the symbols of “red seven” and “blue seven”, symbols of“yellow seven” and “green seven” are added to each of the reels R, andfurther outcomes of “yellow seven” and “green seven” are added as thespecial outcome to the winning combination lottery table, thereby thematch game can be conducted over four slot machines 1 of “red”, “blue”,“yellow” and “green”.

The match game described in the abovementioned embodiment is one inwhich a slot machine 1 and another slot machine 1 compete with eachother one at a time, but teams of each color of slot machine 1 may alsobe formed, and a match game may be played between teams.

In the embodiment, the object to which points of “special outcome” isdirected to a slot machine 1 such as the slot machine (red) or the slotmachine (blue). However, points may be given to all of the other slotmachines participating in the match game except for the player's ownslot machine 1. Thereby, new interest can be given to the match game.

In the embodiment, although the color indicating the slot machine 1 isset beforehand to each of the slot machines 1, such color indicating theplayer's won slot machine may be selected after process proceeds to thematch game. Thereby, the player can conduct the match game using thefavorite color.

Direct communication between slot machines 1 is performed by thecommunication device 90 provided to the slot machine 1 in theabovementioned embodiments, but a server may be provided between thecommunication device 90 of the slot machine 1 and the communicationdevice 90 of the other slot machine 1, and indirect communication may beperformed between slot machines 1 via the server. By this arrangement, amatch game can be performed smoothly with no communication failures evenwhen the gaming system 100 is composed of large number of slot machines1.

The gaming system is composed of so-called slot machines in theabovementioned embodiments, but the gaming system may also be composedof slot machines having a stop button. Specifically, no drawbacks arepresented by a system composed of slot machines in which the rotatingreels R are stopped based on the operation of a stop button.

The scope of the present invention also includes a gaming system havingany combination of the elements of the gaming system according to theembodiments described above.

1. A gaming system comprising a plurality of gaming machines, each ofthe gaming machines comprising: a communication device for communicatingwith another gaming machine constructing the gaming system; a lotterydevice for conducting a lottery of an outcome in which an award and anobject gaming machine to which the award is given are corresponded; anda game control device for giving the award to the object gaming machinebased on a lottery result by the lottery device.
 2. The gaming systemaccording to claim 1, wherein the outcome includes a first outcome forgiving the award to the gaming machine and a second outcome for givingthe award to another gaming machine other than the gaming machine; andwherein the game control device gives the award relating to the firstoutcome to the gaming machine when the first outcome is won by thelottery device and transmits an award giving signal for giving the awardrelating to the second outcome to another gaming machine via thecommunication device when the second outcome is won.
 3. The gamingsystem according to claim 2, wherein the game control device gives theaward relating to the second outcome to another gaming machine based onreceipt of the award giving signal by the communication device.
 4. Thegaming system according to claim 1, wherein a switch for selecting amatch game conducted with another gaming machine is provided in thegaming machine.
 5. The gaming system according to claim 4, furthercomprising: a first timer provided in the gaming machine; and a secondtimer provided in another gaming machine; wherein both the first timerand the second timer start to simultaneously measure a predeterminedtime in synchronous fashion when the match game is conducted between thegaming machine and another gaming machine.
 6. A gaming machine utilizedin the gaming system according to claim
 1. 7. The gaming systemaccording to claim 2, wherein the first outcome constructed from symbolscolored in a first color and the second outcome is constructed fromsymbols colored in a second color, and wherein the gaming machine iscolored in the first color corresponding to the symbols of the firstoutcome and another gaming machine is colored in the second colorcorresponding to the symbols of the second outcome.
 8. A gaming systemcomprising a plurality of gaming machines, each of the gaming machinescomprising: a communication device for communicating with another gamingmachine constructing the gaming system; a lottery device for conductinga lottery of an outcome in which an award and an object gaming machineto which the award is given are corresponded; and a game control devicefor giving the award to the object gaming machine based on a lotteryresult by the lottery device; wherein the outcome includes a firstoutcome for giving the award to the gaming machine and a second outcomefor giving the award to another gaming machine other than the gamingmachine; and wherein the game control device gives the award relating tothe first outcome to the gaming machine when the first outcome is won bythe lottery device and transmits an award giving signal for giving theaward relating to the second outcome to another gaming machine via thecommunication device when the second outcome is won.
 9. A gaming systemcomprising a plurality of gaming machines, each of the gaming machinescomprising: a communication device for communicating with another gamingmachine constructing the gaming system; a lottery device for conductinga lottery of an outcome in which an award and an object gaming machineto which the award is given are corresponded; and a game control devicefor giving the award to the object gaming machine based on a lotteryresult by the lottery device; wherein the outcome includes a firstoutcome for giving the award to the gaming machine and a second outcomefor giving the award to another gaming machine other than the gamingmachine, wherein the game control device gives the award relating to thefirst outcome to the gaming machine when the first outcome is won by thelottery device and transmits an award giving signal for giving the awardrelating to the second outcome to another gaming machine via thecommunication device when the second outcome is won, wherein the firstoutcome constructed from symbols colored in a first color and the secondoutcome is constructed from symbols colored in a second color, andwherein the gaming machine is colored in the first color correspondingto the symbols of the first outcome and another gaming machine iscolored in the second color corresponding to the symbols of the secondoutcome.